2026-06-06 20:12:40 +07:00
parent de84b2bf48
commit 97ac0f71f5
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Shader "Synaptic/Water"
{
Properties
{
[Header(Water Color)]
_ShallowColor ("Shallow Color", Color) = (0.3, 0.8, 0.9, 0.6)
_DeepColor ("Deep Color", Color) = (0.1, 0.3, 0.5, 0.9)
_DepthMaxDistance ("Depth Max Distance", Float) = 5.0
[Header(Waves)]
_WaveSpeed ("Wave Speed", Float) = 1.0
_WaveStrength ("Wave Strength", Float) = 0.1
_WaveFrequency ("Wave Frequency", Float) = 1.0
_WaveDirectionA ("Wave Direction A", Vector) = (1, 0, 0, 0)
_WaveDirectionB ("Wave Direction B", Vector) = (0, 0, 1, 0)
[Header(Normal Map)]
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", Range(0, 2)) = 1.0
_NormalSpeed ("Normal Speed", Float) = 0.5
_NormalScale ("Normal Scale", Float) = 1.0
[Header(Reflection and Refraction)]
_ReflectionStrength ("Reflection Strength", Range(0, 1)) = 0.5
_RefractionStrength ("Refraction Strength", Range(0, 0.5)) = 0.1
_FresnelPower ("Fresnel Power", Range(0.5, 10)) = 5.0
[Header(Foam)]
_FoamColor ("Foam Color", Color) = (1, 1, 1, 1)
_FoamDistance ("Foam Distance", Float) = 0.5
_FoamCutoff ("Foam Cutoff", Range(0, 1)) = 0.5
_FoamSpeed ("Foam Speed", Float) = 1.0
_FoamScale ("Foam Scale", Float) = 10.0
[Header(Specular)]
_SpecularColor ("Specular Color", Color) = (1, 1, 1, 1)
_Smoothness ("Smoothness", Range(0, 1)) = 0.9
}
SubShader
{
PackageRequirements { "com.unity.render-pipelines.universal" }
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
Name "WaterURP"
Tags { "LightMode" = "UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldTangent : TEXCOORD3;
float3 worldBitangent : TEXCOORD4;
float4 screenPos : TEXCOORD5;
float3 viewDir : TEXCOORD6;
float fogFactor : TEXCOORD7;
};
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
CBUFFER_START(UnityPerMaterial)
float4 _ShallowColor;
float4 _DeepColor;
float _DepthMaxDistance;
float _WaveSpeed;
float _WaveStrength;
float _WaveFrequency;
float4 _WaveDirectionA;
float4 _WaveDirectionB;
float4 _NormalMap_ST;
float _NormalStrength;
float _NormalSpeed;
float _NormalScale;
float _ReflectionStrength;
float _RefractionStrength;
float _FresnelPower;
float4 _FoamColor;
float _FoamDistance;
float _FoamCutoff;
float _FoamSpeed;
float _FoamScale;
float4 _SpecularColor;
float _Smoothness;
CBUFFER_END
// Gerstner wave function
float3 GerstnerWave(float3 position, float2 direction, float steepness, float wavelength, float time)
{
float k = 2.0 * PI / wavelength;
float c = sqrt(9.8 / k);
float2 d = normalize(direction);
float f = k * (dot(d, position.xz) - c * time);
float a = steepness / k;
return float3(
d.x * a * cos(f),
a * sin(f),
d.y * a * cos(f)
);
}
Varyings vert(Attributes IN)
{
Varyings OUT;
float3 posOS = IN.positionOS.xyz;
float time = _Time.y * _WaveSpeed;
// Apply Gerstner waves
float3 wave1 = GerstnerWave(posOS, _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time);
float3 wave2 = GerstnerWave(posOS, _WaveDirectionB.xy, _WaveStrength * 0.5, _WaveFrequency * 7.0, time * 1.3);
float3 wave3 = GerstnerWave(posOS, float2(0.7, 0.7), _WaveStrength * 0.3, _WaveFrequency * 5.0, time * 0.8);
posOS += wave1 + wave2 + wave3;
OUT.worldPos = TransformObjectToWorld(posOS);
OUT.positionCS = TransformWorldToHClip(OUT.worldPos);
OUT.uv = IN.uv;
OUT.screenPos = ComputeScreenPos(OUT.positionCS);
// Calculate wave normal
float3 tangent = float3(1, 0, 0);
float3 bitangent = float3(0, 0, 1);
// Approximate normal from wave derivatives
float delta = 0.1;
float3 p1 = posOS + GerstnerWave(posOS + float3(delta, 0, 0), _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time);
float3 p2 = posOS + GerstnerWave(posOS + float3(0, 0, delta), _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time);
tangent = normalize(p1 - posOS);
bitangent = normalize(p2 - posOS);
float3 waveNormal = normalize(cross(bitangent, tangent));
OUT.worldNormal = TransformObjectToWorldNormal(waveNormal);
OUT.worldTangent = TransformObjectToWorldDir(IN.tangentOS.xyz);
OUT.worldBitangent = cross(OUT.worldNormal, OUT.worldTangent) * IN.tangentOS.w;
OUT.viewDir = GetWorldSpaceViewDir(OUT.worldPos);
OUT.fogFactor = ComputeFogFactor(OUT.positionCS.z);
return OUT;
}
// Simple noise for foam
float SimpleNoise(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
}
float4 frag(Varyings IN) : SV_Target
{
float time = _Time.y;
// Sample normal map (dual layer for movement)
float2 normalUV1 = IN.worldPos.xz * _NormalScale + time * _NormalSpeed * float2(0.5, 0.3);
float2 normalUV2 = IN.worldPos.xz * _NormalScale * 0.8 - time * _NormalSpeed * float2(0.3, 0.5);
float3 normalTex1 = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, normalUV1), _NormalStrength);
float3 normalTex2 = UnpackNormalScale(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, normalUV2), _NormalStrength);
float3 normalTS = normalize(normalTex1 + normalTex2);
// Transform normal to world space
float3x3 TBN = float3x3(IN.worldTangent, IN.worldBitangent, IN.worldNormal);
float3 worldNormal = normalize(mul(normalTS, TBN));
// Screen UV
float2 screenUV = IN.screenPos.xy / IN.screenPos.w;
// Depth-based color
float depth = SampleSceneDepth(screenUV);
float linearDepth = LinearEyeDepth(depth, _ZBufferParams);
float surfaceDepth = LinearEyeDepth(IN.positionCS.z, _ZBufferParams);
float depthDifference = linearDepth - surfaceDepth;
float depthFactor = saturate(depthDifference / _DepthMaxDistance);
float4 waterColor = lerp(_ShallowColor, _DeepColor, depthFactor);
// Refraction
float2 refractionOffset = worldNormal.xz * _RefractionStrength;
float2 refractionUV = screenUV + refractionOffset;
float3 refractionColor = SampleSceneColor(refractionUV);
// Fresnel
float3 viewDir = normalize(IN.viewDir);
float fresnel = pow(1.0 - saturate(dot(viewDir, worldNormal)), _FresnelPower);
// Reflection (simple sky reflection approximation)
float3 reflectDir = reflect(-viewDir, worldNormal);
float3 reflectionColor = lerp(float3(0.5, 0.7, 0.9), float3(0.8, 0.9, 1.0), reflectDir.y * 0.5 + 0.5);
// Lighting
Light mainLight = GetMainLight();
float3 lightDir = mainLight.direction;
// Specular (GGX approximation)
float3 halfDir = normalize(lightDir + viewDir);
float NdotH = saturate(dot(worldNormal, halfDir));
float specular = pow(NdotH, _Smoothness * 256.0) * _Smoothness;
float3 specularColor = _SpecularColor.rgb * specular * mainLight.color;
// Foam
float foam = 0.0;
if (depthDifference < _FoamDistance)
{
float foamNoise = SimpleNoise(IN.worldPos.xz * _FoamScale + time * _FoamSpeed);
float foamFactor = 1.0 - saturate(depthDifference / _FoamDistance);
foam = step(_FoamCutoff, foamNoise * foamFactor);
}
// Combine
float3 finalColor = lerp(refractionColor, waterColor.rgb, waterColor.a);
finalColor = lerp(finalColor, reflectionColor, fresnel * _ReflectionStrength);
finalColor += specularColor;
finalColor = lerp(finalColor, _FoamColor.rgb, foam);
// Apply fog
finalColor = MixFog(finalColor, IN.fogFactor);
float alpha = saturate(waterColor.a + fresnel * 0.3 + foam);
return float4(finalColor, alpha);
}
ENDHLSL
}
}
// Built-in Render Pipeline fallback
SubShader
{
Tags
{
"RenderType" = "Transparent"
"Queue" = "Transparent"
}
Pass
{
Name "WaterBuiltIn"
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 viewDir : TEXCOORD3;
UNITY_FOG_COORDS(4)
};
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _ShallowColor;
float4 _DeepColor;
float _WaveSpeed;
float _WaveStrength;
float _WaveFrequency;
float4 _WaveDirectionA;
float4 _WaveDirectionB;
float _NormalStrength;
float _NormalSpeed;
float _NormalScale;
float _FresnelPower;
float4 _SpecularColor;
float _Smoothness;
float4 _FoamColor;
// Gerstner wave
float3 GerstnerWave(float3 position, float2 direction, float steepness, float wavelength, float time)
{
float k = 2.0 * UNITY_PI / wavelength;
float c = sqrt(9.8 / k);
float2 d = normalize(direction);
float f = k * (dot(d, position.xz) - c * time);
float a = steepness / k;
return float3(
d.x * a * cos(f),
a * sin(f),
d.y * a * cos(f)
);
}
v2f vert(appdata v)
{
v2f o;
float3 posOS = v.vertex.xyz;
float time = _Time.y * _WaveSpeed;
// Apply waves
float3 wave1 = GerstnerWave(posOS, _WaveDirectionA.xy, _WaveStrength, _WaveFrequency * 10.0, time);
float3 wave2 = GerstnerWave(posOS, _WaveDirectionB.xy, _WaveStrength * 0.5, _WaveFrequency * 7.0, time * 1.3);
posOS += wave1 + wave2;
o.worldPos = mul(unity_ObjectToWorld, float4(posOS, 1.0)).xyz;
o.pos = UnityObjectToClipPos(float4(posOS, 1.0));
o.uv = v.uv;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(_WorldSpaceCameraPos - o.worldPos);
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
float time = _Time.y;
// Normal map
float2 normalUV1 = i.worldPos.xz * _NormalScale + time * _NormalSpeed * float2(0.5, 0.3);
float2 normalUV2 = i.worldPos.xz * _NormalScale * 0.8 - time * _NormalSpeed * float2(0.3, 0.5);
float3 normal1 = UnpackNormal(tex2D(_NormalMap, normalUV1));
float3 normal2 = UnpackNormal(tex2D(_NormalMap, normalUV2));
float3 worldNormal = normalize(i.worldNormal + (normal1 + normal2) * _NormalStrength);
// Fresnel
float fresnel = pow(1.0 - saturate(dot(i.viewDir, worldNormal)), _FresnelPower);
// Base color
float4 waterColor = lerp(_ShallowColor, _DeepColor, fresnel);
// Specular
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float3 halfDir = normalize(lightDir + i.viewDir);
float spec = pow(saturate(dot(worldNormal, halfDir)), _Smoothness * 256.0);
float3 specular = _SpecularColor.rgb * spec * _LightColor0.rgb;
// Reflection approximation
float3 reflectColor = lerp(float3(0.5, 0.7, 0.9), float3(0.8, 0.9, 1.0), worldNormal.y * 0.5 + 0.5);
// Combine
float3 finalColor = waterColor.rgb;
finalColor = lerp(finalColor, reflectColor, fresnel * 0.5);
finalColor += specular;
UNITY_APPLY_FOG(i.fogCoord, finalColor);
return float4(finalColor, waterColor.a);
}
ENDCG
}
}
FallBack "Transparent/Diffuse"
}
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